Goal⌗

Add walking and running footsteps to all Chomper enemies using FMOD events and Unity’s animation system. You’ve already done this for your player—now apply the same principles to a non-player character.


Challenge Criteria (25 Points Total)⌗

CategoryDescriptionPoints
1. Implementation ApproachFootsteps use PlayOneShot or PlayOneShotAttached only—no declared event instances.5
2. Data ManagementEvent path or GUID stored in a string variable before being played.5
3. Sound VariationEach footstep sounds slightly different (through FMOD design choices).5
4. System DesignAll Chompers get footsteps without editing individual scene instances (e.g., prefab-based or scripted solution).5
5. Audio Quality & PolishFootsteps feel natural, sync with animation timing, and show attention to mix and detail.5
BonusImplement instance-limiting in FMOD so multiple Chompers don’t flood the mix.+3

Guidelines⌗

  1. You may only use PlayOneShot commands. No event instances—keep things lightweight and stateless.
  2. Store your event reference. Use a string to hold the event path or GUID before triggering the sound.
  3. Make footsteps varied. You can do this inside FMOD through randomization, modulation, or playlists.
  4. Apply changes globally. Update the Chomper prefab, animator events, or a shared script so every Chomper benefits automatically.
  5. Keep it in sync. Animation events should call your function right on the step frames.
  6. For the bonus: Limit max simultaneous instances of the footstep event in FMOD, and rebuild banks.

Tips⌗

  • The Chomper audio assets are in your FMOD Audio Bin under Enemies → Chomper → Locomotion.
  • Refer to previous lessons on “Using Play-One-Shot” and “Attaching Audio to Animations.”
  • You don’t need to follow a specific code structure—just ensure you meet the criteria above.
  • Consider efficiency: one prefab update should cover all enemies.

Submission Requirements⌗

  • Short video or gameplay capture demonstrating Chomper footsteps while walking and running.
  • Screenshot or short note showing your FMOD event structure.
  • (Optional) A brief paragraph describing how you ensured variety and limited instance counts.